[RELz] Open Cities Classic, Thread #6

Post » Tue Dec 01, 2009 7:48 am

Open Cities - Classic

http://www.gamesas.com/index.php?showtopic=974036

Open Cities is a comprehensive project that aims to bring back at least part of the feel of Morrowind - specifically with how most of the cities were a natural part of the world and you could just walk in without loading screens. The added immersion and realism goes a long way, probably a lot more than you might think. Ever wanted to ride your horse into the center of Cheydinhal? Well now you can. Need to get some help from the city guards to vanquish a foe? Run toward the gates and the guards will do their duty while you can seek safety within the walls. The town guards make for some very interesting interactions this way.

The only cities not covered by this project are Kvatch and the Imperial City's central districts. Kvatch has too much main quest material setup in very specific ways to mess with it, and the Imperial City is simply too large and unwieldy to properly open up.

http://www.tesnexus.com/downloads/file.php?id=16360
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=4222
http://www.invision.tesalliance.org/forums/index.php?app=downloads&showfile=109

Translated Versions:

http://www.confrerie-des-traducteurs.fr/site/mods/cyrodiil/villes_et_villages/cites_ouvertes.php - Version 3.3.2

If you like what you see, please rate/vote!

http://img385.imageshack.us/img385/271/opencitiescellgridgk2.jpg showing exactly which cells the Open Cities files affect.

Highly recommended complimentary mod: http://www.gamesas.com/index.php?showtopic=984109 - This is the evolution of Texian's Window Lighting System and is fully compatible with Open Cities.

To go with that, and provide LOD for all the new goodies, I also recommend: http://www.gamesas.com/index.php?showtopic=983713. Just be aware that there's a bit of a performance hit in activating all the extra LOD that Open Cities will provide that's directly proportional to the power of your PC, and how many other mods you have installed.

Open Cities: Leyawiin Reborn

For those who are looking for alternative layouts to some cities, you can have that too. Specifically in Leyawiin, where the city has been rebuilt to follow the Bethesda concept art for the city. The new layout is much more realistic and is a completely new experience that simply has to be seen to be fully appreciated. The city can now properly claim here title as Queen of the Niben.

All due credit must go to Texian and Godhugh on this layout, all I did was clean it up and get it ready for a full release.

Screenshots

The http://www.elderscrolls.com/images/art/ob_concept/ob_concept03B.jpg which inspired this city's layout.
http://www.tesnexus.com/downloads/images/16360-1-1215564686.jpg
http://www.tesnexus.com/downloads/images/16360-2-1215564686.jpg Who put that clock tower there? :)
http://www.tesnexus.com/downloads/images/16360-1-1215564958.jpg
http://www.tesnexus.com/downloads/images/16360-3-1215564686.jpg
http://www.tesnexus.com/downloads/images/16360-4-1215564687.jpg
http://img178.imageshack.us/img178/6574/lrcastleareael2.jpg Hey, who said you could park that horse here!
http://img530.imageshack.us/img530/5033/lrswitchbackroadda7.jpg My, that's quite a height!
http://img78.imageshack.us/img78/8058/lrdistantshotcenterko0.jpg It's just far enough away to demonstrate the new LOD land mesh is working, otherwise that bridge would be floating over dead space. The water reflections also seem to be doing great.
http://img242.imageshack.us/img242/9376/lrdistantshoteastsidehp9.jpg, looking toward the eastern part of the city.
http://img413.imageshack.us/img413/4228/lrdistantshotstablesngadf8.jpg toward the stables and the northwest gate.
http://img257.imageshack.us/img257/7705/lrstablelookingatngatexn4.jpg looking up toward the northwest gate.
http://img510.imageshack.us/img510/6927/lrngatelookingsouthec4.jpg, looking south into the city.
http://img157.imageshack.us/img157/8061/lrwestfromswgateoq7.jpg, from just inside the southwest gate.
http://img363.imageshack.us/img363/368/lrsesidestairwayyn7.jpg, from the southwest part of the city.
http://img148.imageshack.us/img148/8186/lrpathtodocksmq1.jpg
http://img20.imageshack.us/img20/4956/lrdockslookingsouthea7.jpg
http://img133.imageshack.us/img133/5264/lreastgroundleveljc4.jpg
http://img60.imageshack.us/img60/114/lrlighthousebridgecastliu5.jpg
http://img55.imageshack.us/img55/6384/lrlighthousepathmm6.jpg
http://img78.imageshack.us/img78/5549/lrneviewlighthousezx9.jpg
http://img95.imageshack.us/img95/5852/lrnwviewlighthouseiq0.jpg
http://img157.imageshack.us/img157/7374/lrtopalbayviewlighthousnd3.jpg

Open Cities: New Sheoth

"Cat's out of the bag! Why do people put cats in bags? Cats hate bags." - Lord Sheogorath

Continuing in the tradition, if it could be called that, of Open Cities, I bring you Open Cities: New Sheoth. The first, last, best, and worst, Open Cities mod for the Shivering Isles. Madness has never been so much fun!

The twin cities of Bliss and Crucible have been transferred from their own individual worldspaces out into the SEWorld worldspace, which is SI's equivalent of being in the Tamriel worldspace. Though it may seem somewhat silly given the small size of both cities, the results are still pretty good. Everything blends in with the immediate surroundings of the cities so if you didn't know any better.....

As with other Open Cities mods I feel this adds greater realism to the cities by not having to transition from one outdoor worldspace into another. It may seem silly but give it a shot. It really does enhance the gameplay by quite a bit.

I would like to give a big thank you shout out to Sjors_Boomscors, without him this project would have died on the table a long time ago without every really having a chance. It was because of his help in getting some critical model work done that I was able to proceed even after he moved on to other things.

The New Sheoth module obviously requires Shivering Isles.

The Quick Install

Prerequisites: Latest official Oblivion patch 1.2.0.406. Shivering Isles patch 1.2.0.416 required for the New Sheoth module.

Ok, for those of you who want to just jump right in, Open Cities is now packaged as a BAIN archive for easy setup. That was probably somewhat obvious though :)

00 Core - All files here are required.
01 Leyawiin Reborn Resources - These files are required if you want to install Leyawiin Reborn.

For modular installs:

10 Individual Cities - Install the cities you want opened from here.
11 Bravil - A choice to make. Do you want the standard vanilla Bravil or do you want the Bravil Blood & Mud layout? (requires Blood & Mud be installed first)
12 Leyawiin - Another choice. Standard Leyawiin or the Leyawiin Reborn layout?

For merged installs:

15 Full Merged - Pick *ONE* of these ESPs to install, DO NOT install them all, and if you want every city opened, make sure you are not installing anything from 10, 11, or 12.

For either install:

20 Road Record - Choose one road record file. If you installed from 15, this isn't necessary. The filenames should make their intended use obvious.

30 Outer Districts - If you want the Prison and Arcane University opened as well, install this folder's contents.

40 Bartholm - If you have J.Sera's Bartholm, you can elect to have the city opened with this.

50 New Sheoth - If you have Shivering Isles installed, you can elect to have Bliss and Crucible opened this way.

Once installed, if you chose a file from 20, rebuild your Bashed Patch and import the road record file using "Import Roads". Saves having to eat an activation slot for it. Then just activate the rest of the files and you're off and running.

I may yet decide to reinstate OMOD support down the road, but not right now as I'm really sick of fighting with the thing.

You should read through the rest of this file for compatibility notes with other mods and especially if using Anvil Bay Expansion.

Performance and FPS

Rumors continue to persist about Open Cities being an FPS killer. In and of itself, Open Cities will not represent a significant hit to your gaming performance. If you are playing the stock game, with stock graphics, go run around near the Imperial City, then around Chorrol. Measure the performance you get. Add Open Cities, and perform the same test again. The Imperial City will remain unchanged, and your trip around Chorrol will see a minimal impact of 3-5 frames. In other words, if your system is low end, it'll still feel low end after installing Open Cities. If you have a midrange to high end system, installing Open Cities will not be a noticeable drain on your resources.

The problem most people have is that they're not playing in a stock configuration. They load up a bunch of graphical enchancers ( guilty as charged! ) and a ton of graphically heavy mods, all at the same time. So suddenly trips around the Imperial City are a bit sluggish, and that trip around Chorrol is bogging things down. In the process of adding mods, they not only activated huge memory sinks like QTP3, but also activated a large set of LOD mods, FCOM, 18 quest mods, a lighting overhaul, a weather overhaul, and higher quality sound files. So when the game slows down, it takes all of two seconds of "OC is an FPS killer" and people believe it, because, by coincidence, removing it results in what they think is smoother play. However, removing any one of the other elements would have done the same. Bog the system down with enough stuff, it will buckle. There are tradeoffs to be had. I am aware of how this may sound, but in the grand scheme of things, Open Cities is not the FPS killer everyone says it is. Do yourself a favor and be objective enough to try it first and see for yourself before believing some random forum poster. The vast majority of the negative attention was from 2006. We're entering 2009. The mod has been trimmed and polished a lot since then. Systems have also evolved considerably at the same time.

That said, there may be some additional load placed on your game if you install the new Outer Districts module. Sjors has provided me with some updated collision optimized meshes to use for the large walls and towers that enclose the two districts. Without them, there was significant lag while in the Arcane University and slight lag while in the Prison. After the optimized meshes were installed and tested, the lag is all but gone and it's about as smooth for me as it is to be in the closed versions of these districts. That does not mean however that your experience will be the same. These districts are made up of large high detail meshes. A low end machine struggling with the Imperial City in general is going to have trouble here as well. Midrange PCs may see some significant additional lag. Higher end PCs should notice little if any difference, but this will depend greatly on both your CPU and GPU. Visible images tax the GPU. Collision meshes tax the CPU due to the Havok physics involved. Be prepared for some tradeoffs. The Imperial City has always been and will likely continue to be a resource hog whether or not you fling them open to the world.

Modularization

Open Cities is entirely modular. If all you want is Anvil, then Anvil it is. If you want Chorrol, then you can have that too. Want three cities from this pack and two more from another city overhaul? That's possible as well. Have one of those not so strong systems that the Outer Districts module brings to its knees? Then simply don't activate that module. Since quests and AI have been sufficiently isolated by Bethesda, you can mix and mach any combination of city mods you want so long as you don't install a duplicate.

Note on Anvil and Anvil Bay Expansion

Permission has been granted by jfunderb to include the contents of Anvil Bay Expansion as part of Open Cities Anvil. If you are currently using the Anvil Bay Expansion mod, you will need to clear out any player owned assets from any interior cells in the bay area before installing Open Cities. If you do not heed this warning and for some reason lose ownership of half your stuff, I'll know you didn't bother to read this readme file and will simply ask you to do so.

Once you've cleared your stuff out of the interiors, make sure you're not standing on the exterior docks ( unless you like swimmming ), save your game, and do a clean uninstall of the Anvil Bay Expansion files. Also remove any Open Cities patches that cover ABE, they will no longer be needed. If you're using the anvilbay+ul.esp file you can get rid of that as well since there will no longer be a need to patch anything for compatibility with UL:Beaches of Cyrodiil. Nice bonus, yes? Get rid of up to 5 ESP files and maintain compatibility at the same time.

Detailed installation instructions for manual installs as well as compatibility information are contained in the readme file. Please make sure you are aware of any issues mentioned in there, especially when upgrading from an older version of Open Cities. Recommendations on load ordering can also be found there, but for the most part BOSS gets it right now. Also, in the unlikely event you want to uninstall, the readme covers the proper procedure for doing that as well. There's also a very extensive revision history which some folks might actually find interesting, who knows. In short, do not ignore the readme file. It has loads of very important information!

Known Issues

When starting a new game if you are using "Knights - Unofficial Patch.esp" you need to disable this until you are able to save and then you can reactivate it. This is due to a bug in how the UOMP handles reverting some changes for previous Open Cities compatibility scripts that don't need to be run during chargen.

Troubleshooting Problems

If you have a problem with an Open Cities mod and wish to report it, I'd appreciate as much information as possible, preferably in the form of a screenshot with console data showing if it's something that can be screened. The FormID of the affected object would help greatly to narrow down any problems that might result. Post this information along with your load order. Reports with less than detailed information may result in delays in getting it fixed, or result in being ignored entirely. It helps everyone to provide details. I am especially interested in verifiable conflicts, as I wish for Open Cities to be as conflict-free as is humanly possible given the circumstances. If the situation requires a patch, I can only work something out if I know what to look for.

Locations of AI Doors

Anvil: Along the city wall behind the abandoned house.
Bravil: In the garden area immediately outside the castle in the NW corner.
Bruma: A small snow rock in the castle courtyard area, along the wall south of the gateway arch.
Cheydinhal: In the castle area between the well and the guard barracks tower, along the wall.
Chorrol: On the back side of the castle, directly south of the guard tower.
Leyawiin: Southeast corner of the castle area.
Leyawiin Reborn: In the castle area, along the wall near the guard barracks. *
Skingrad: Near the horse statue on the north side, between the red tree and the archery targets.
SKingrad Castle Courtyard: Tucked against the wall immediately to the right as you come through the gate.
New Sheoth - Bliss: Small rock cluster next to the entry to Sheogorath's Palace, right in front of the barrel.
New Sheoth - Crucible: At the bottom of the stairs to the palace, on the ledge next to the sewer grate.
Bartholm: Along the south city wall, directly behind Rufus' house.
Arcane University: On the west side, along the wall, right across from the well.
Prison District: Also on the west side, next to the wall, to the left of the practice target.

*: Leyawiin Reborn presents a bit of a problem. Using that AI door will put you into the right worldspace but it will be immediately obvious that the landscape does not work in the area. You may have difficulty finding a target in there.

Credits

Texian & Godhugh for the original groundwork on the Open Cities mods. A hell of a lot of work went into that and I've only built upon it.
Wormheart for the working city gate resources.
Sjors Boomscors for providing optimized and corrected meshes for the Outer Districts module.
Ryan for allowing me to produce an Open Cities extension for his Blood&Mud mod.
jfunderb for allowing me to incorporate the Anvil Bay Expansion into Open Cities.
Fearrabbit for providing the retexture and LOD for the new lighthouse in Leyawiin Reborn.
Vorians and Ismelda for being cooperative on sharing compatibility tricks we can both use in each other's mods.
Wrinklyninja for providing a working OMOD script which I can then modify as needed.
Open Cities users everywhere, for being patient enough to put up with my bumbling efforts to get things right. Maybe one day I finally will :)
User avatar
marina
 
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Post » Tue Dec 01, 2009 10:11 am

I am going to try this instead of better cities because of the FPS hit. :brokencomputer:
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ladyflames
 
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Post » Tue Dec 01, 2009 3:16 pm

Active Mod Files:00  Oblivion.esm01  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]02  Open Cities Resources.esm  [Version 3.2.4]03  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]04  Knights.esp05  Knights - Unofficial Patch.esp  [Version 1.0.9]06  Open Cities Full.esp  [Version 3.2.4]


As has been discussed and discovered before, the KOTN UOMP plugin causes a crash during chargen just after the initial race selection is done. The above listed load order is all that is minimally required to trigger the problem. Removing any one of OOO, OC, or the UOMP file resolves the bug.

So after checking to see just what the UOMP file is doing, there lies a quest called "UOMPOpenCitiesRollback" which "Undoes removed OC compatibility changes".

At one time the UOMP had compatibility checks for old versions of Open Cities, from before I had taken over the project and created a proper KOTN patch. That quest of course has a script, it is that script which has the problem. I was able to confirm by using TES4Edit to turn the UOMPOpenCitiesRollback off when the game starts that the crash bug no longer occurs. I don't know precisely which lines in the script cause the problem, but a workable solution to this would be to have the script check to see if you're still in chargen. Usually done by checking MQ01 to see if the stage is >= 100.

A new character cannot have had previous OC changes made, so there's no sense in "undoing" what's never been done. The script is intended to be used on existing saves where KOTN, OC, and the UOMP have been used together. So getting the script to do nothing seems like the best course of action.

I don't know why OOO factors into this, but it does.
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Romy Welsch
 
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Post » Tue Dec 01, 2009 7:57 am

What are the differences between road records within the full merged modules and two Road Record files? I asked this partially because I wonder whether they actually entered each city and also how they connect. Must've been a big headache.

Anyway I recently noticed after exiting Roxey Inn, an Imperial Legion horseman traveled off-road onto the hill southeast of the inn. He only returned to the "normal" road after he greeted my character when I approached him. I also noticed more than once that my character's horse also prefer to travel via the hill instead of road (occurred after stealing NPC's horse which triggered player owned horse to return to home stable).
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(G-yen)
 
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Post » Tue Dec 01, 2009 2:48 pm

There is no difference. The loose road record files are merged into the full ESPs as-is. I can check and see if there's a defect out by Roxey Inn since that's the only thing that would explain that sort of behavior.
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Lucky Boy
 
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Post » Tue Dec 01, 2009 4:01 am

Version 3.2.4

* Anvil: Removed AI changes to Ulfgar Fog-Eye, as well as the lighthouse quest he had added by the Bay Expansion.
* Anvil: Fixed dialogue and scripting errors in the buyable house Captain Greyhand sells.
* Skingrad: Amusei's script was not checking distance against his bedroll in the open worldspace. Edits also merged with UOP corrections.
* All: Closed city space map markers have all been set to opposite of the player's enable state. Hopefully will help with bad markers interfering with fast travel.
* Roads: Fixed a broken link in the road outside Cheydinhal, fixed bad path line on the road from Weye to Chorrol.

Updated a bit sooner than I would have liked, but I hate bugs. :)

Knights of the Nine patch was updated along with this as well.
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Stacey Mason
 
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Post » Tue Dec 01, 2009 2:12 am

@Arthmoor:
I noticed when looking at the (Open Cities v3.2.4 Full Mod) archives that the New Sheoth Far meshes are missing. I did not check in game so my question is are they missing or are they obsolete now?
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Antonio Gigliotta
 
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Post » Tue Dec 01, 2009 10:53 am

If you're talking about the ones for the normal houses in the cities, they're part of the RAEVWD package for SI now. The only _far.nif files included are for the wall meshes you modified for me.
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RAww DInsaww
 
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Post » Tue Dec 01, 2009 6:40 am

Could you make a patch for Telekenetic Damage by Critterman? Link: http://www.tesnexus.com/downloads/file.php?id=22957
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Fiori Pra
 
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Post » Tue Dec 01, 2009 7:45 am

Quick question, does this mod work with Better Cities?
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Tamara Primo
 
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Post » Tue Dec 01, 2009 7:22 am

Could you make a patch for Telekenetic Damage by Critterman? Link: http://www.tesnexus.com/downloads/file.php?id=22957


There's no patch required. Telekenetic Damage does not make any worldspace edits in the Arcane University.

Quick question, does this mod work with Better Cities?


If you mean will BC become open with this, then no, you need to get ahold of Open Better Cities.

Otherwise it depends on which cities from BC you're using because you can mix n match so long as you don't install the same city from multiple mods.
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NAtIVe GOddess
 
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Post » Tue Dec 01, 2009 7:04 am

What is a worldspace edit and is it non-conflicting because the NPC(s) are in the university, because I thought they were outside it.
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Lucky Girl
 
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Post » Tue Dec 01, 2009 4:47 pm

A worldspace edit means something that directly edits one of the cities, or other large worldspace areas. Telekenetic Damage does not do this. I checked it and it does not require a patch because the author used the vanilla AI packs for his NPCs and therefore they will show up where expected.

And....

Version 3.2.5

* Missing mesh for the Cheydinhal river gates added.
* All other meshes offered by Open Cities have been checked to be sure they use MOPP collision for best performance.
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priscillaaa
 
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Post » Tue Dec 01, 2009 4:43 am

I think there is a compatibility issue with ImpeREAL City's Unique District changes. and unique castles
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A Lo RIkIton'ton
 
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Post » Tue Dec 01, 2009 2:05 pm

The castles have no issues. I've checked them several times and can find nothing to indicate why there would be a problem as long as the castle mod is loaded prior to Open Cities. If Unique Districts is incompatible with the prison or the university then that's simply something you'll need to choose one or the other for. Open Cities does not touch the inner districts of the IC.

And an update:

The patch for Heart of the Dead needed to be updated to support scripting updates that were made in HoD 5.4 ( or maybe earlier, who knows ). If you're playing Heart of the Dead, you should upgrade that along with the patch.
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Laura Samson
 
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Post » Tue Dec 01, 2009 1:08 pm

Version 3.2.6

* Bravil: Fixed the city wall compatibility and grass covered landscape for the spot Lost Spires uses for Rathmer's Books.
* Bruma: The brasier fire outside of Hammer & Axe was not cycling with the daylight.
* Anvil: Removed the map marker for "Anvil Harbor" added by the merged bay expansion. The UOP sticks one in nearly the same location.
* Added a new method for setting up conditional AI and quest targets. The "rock method" does not work when used in this manner.

That last item is important. It means there are some patches I'll be updating in the next few days. Seems that my understanding of GetIsReference was rather flawed and the conditionals I was setting up using it were only working by fluke rather than by design. Oops.
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STEVI INQUE
 
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Post » Tue Dec 01, 2009 11:47 am

Open Cities v3.3

* Bravil: Fully support the city wall changes for Lost Spires, allowing the patch to be rebuilt in a more flexible way.
* Bruma: Thanks to QQuix, the player statue built after the "Battle of Bruma" will now work properly.
* Master Resources: Removed the ambient torch sound loop from all of the light definitions. This should result in less sound related stuttering.
* General: Rearranged all file locations to be installed under "Arthmoor" in both meshes and textures.

A note on updating - you will need to make sure all of the files get put into the proper *NEW* locations. BAIN users might want to uninstall the package first before reinstalling it. I don't know for sure if BAIN will handle changing file paths easily.

Also, the patch for Lost Spires has been updated as well. Note that it will change load order positions - make sure you watch for that in the patch readme.
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Dorian Cozens
 
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Post » Tue Dec 01, 2009 11:33 am

Wow, lots of updates, Arthmoor! I'm going to have to redownload almost everything. ^_^


Though I might recommend, a patch is going to be needed for the newly released Vvardenfell Imports. The store is inside Cheydinhal. And VE one is going to be one of those mods you can't live without.


Anyways, thanks for the Open Cities! :D
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Lyndsey Bird
 
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Post » Tue Dec 01, 2009 5:42 am

Heh, well, *I* can live without it, I usually don't go for large scale armor and weapon mods of that nature. But I'm also in the minority there. And 500MB is a lot of stuff to bulk up on, wow. Patching it will depend greatly on the store's location. If it's in an out of the way enough spot, easy. If not, complications. Especially now that anything on the east side of Cheydinhal is going to have a UL to contend with as soon as it gets past QA.

This is one of those situations where irritation over lack of space because of the city walls factors in. We all know why they exist, but they do occasionally put a cramp on natural expansion. The irony is, I bet without the walls there wouldn't have been the problems Bethesda perceived with performance issues. Large bulky wall meshes don't do wonderful things for frame rates. There's plenty of space on the other side of some of the city streets were it not for the walls. But I digress, and we're pretty much stuck with the system as it stands.
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Natalie J Webster
 
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Post » Tue Dec 01, 2009 12:26 pm

Regarding the change in placement of the Lost Spires patch: Do you think you could change the order in BOSS, and perhaps add a message saying something along the lines of 'make sure to upgrade to version 2.0 and OC version 3.3 or later'?
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Chenae Butler
 
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Post » Tue Dec 01, 2009 8:20 am

I already committed the load order change in BOSS, but yes, I can add the message too.
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Kill Bill
 
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Post » Tue Dec 01, 2009 11:39 am

Found a misplaced mesh: BridgeSupportColumn.nif and BridgeSupportColumn_far.nif should be in
Data\Meshes\Arthmoor\NRB4\
instead of
Data\Meshes\Arthmoor\
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Daniel Holgate
 
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Post » Tue Dec 01, 2009 3:33 pm

The location of the mesh is intentional. It's one that I am sharing between mods and makes more sense to leave in Data\Meshes\Arthmoor

Assuming I haven't screwed up and pointed the ESP to the wrong spot that is.


.... which I did.... :facepalm:
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David Chambers
 
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Post » Tue Dec 01, 2009 4:58 am

The location of the mesh is intentional. It's one that I am sharing between mods and makes more sense to leave in Data\Meshes\Arthmoor

Assuming I haven't screwed up and pointed the ESP to the wrong spot that is.


.... which I did.... :facepalm:

It's OK. Even if there'd were a hundred bugs we would still be grateful for your hard work. Cheers!
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Undisclosed Desires
 
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Post » Tue Dec 01, 2009 6:28 am

Open Cities 3.3.1

* The bridge support column mesh was being referenced from the wrong path.

One less bug. Sort of bothersome to upload the whole thing over one little mesh path, but I'd rather have that fixed than left to fester :)
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Destinyscharm
 
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